[gd_resource type="ShaderMaterial" load_steps=17 format=2]

[ext_resource path="res://blokoj/kosmostacioj/resursoj/CapKosmostacio/forcefield/noisetexture.tres" type="Texture2D" id=1]

[sub_resource type="VisualShaderNodeColorConstant" id=1]
constant = Color( 0.289254, 0.0435649, 0.34668, 1 )

[sub_resource type="VisualShaderNodeFloatOp" id=2]
default_input_values = [ 0, 0.0, 1, 2.0 ]
operator = 3

[sub_resource type="VisualShaderNodeFloatOp" id=3]
default_input_values = [ 0, 0.0, 1, 0.05 ]
operator = 1

[sub_resource type="VisualShaderNodeFloatOp" id=4]
default_input_values = [ 0, 1.0, 1, 0.05 ]
operator = 1

[sub_resource type="VisualShaderNodeFloatFunc" id=5]
function = 15

[sub_resource type="VisualShaderNodeVectorOp" id=6]
operator = 2

[sub_resource type="VisualShaderNodeInput" id=7]
output_port_for_preview = 0
input_name = "uv"

[sub_resource type="VisualShaderNodeColorConstant" id=8]
constant = Color( 0.710108, 0.213545, 0.826172, 1 )

[sub_resource type="VisualShaderNodeFloatOp" id=9]
default_input_values = [ 0, 0.0, 1, 2.0 ]
operator = 2

[sub_resource type="VisualShaderNodeInput" id=10]
input_name = "time"

[sub_resource type="VisualShaderNodeFloatFunc" id=11]
function = 0

[sub_resource type="VisualShaderNodeFloatOp" id=12]
default_input_values = [ 0, 0.0, 1, 3.0 ]
operator = 3

[sub_resource type="VisualShaderNodeTexture" id=13]
texture = ExtResource( 1 )

[sub_resource type="VisualShaderNodeFloatOp" id=14]

[sub_resource type="VisualShader" id=15]
code = "shader_type spatial;
render_mode depth_prepass_alpha, cull_disabled, specular_schlick_ggx;

uniform sampler2D tex_frg_7;



void vertex() {
// Output:0

}

void fragment() {
// Color:14
	vec3 n_out14p0 = vec3(0.289254, 0.043565, 0.346680);
	float n_out14p1 = 1.000000;

// Input:2
	vec3 n_out2p0 = vec3(UV, 0.0);

// ScalarOp:21
	float n_in21p1 = 2.00000;
	float n_out21p0 = dot(n_out2p0, vec3(0.333333, 0.333333, 0.333333)) * n_in21p1;

// Texture:7
	vec4 tex_frg_7_read = texture(tex_frg_7, vec3(n_out21p0).xy);
	vec3 n_out7p0 = tex_frg_7_read.rgb;
	float n_out7p1 = tex_frg_7_read.a;

// Input:3
	float n_out3p0 = TIME;

// ScalarOp:15
	float n_in15p1 = 2.00000;
	float n_out15p0 = n_out3p0 / n_in15p1;

// ScalarFunc:4
	float n_out4p0 = sin(n_out15p0);

// ScalarOp:5
	float n_in5p1 = 3.00000;
	float n_out5p0 = n_out4p0 / n_in5p1;

// ScalarOp:8
	float n_out8p0 = dot(n_out7p0, vec3(0.333333, 0.333333, 0.333333)) + n_out5p0;

// ScalarOp:16
	float n_in16p1 = 0.05000;
	float n_out16p0 = n_out8p0 - n_in16p1;

// ScalarOp:17
	float n_in17p0 = 1.00000;
	float n_out17p0 = n_in17p0 - n_out16p0;

// ScalarFunc:18
	float n_out18p0 = round(n_out17p0);

// Color:20
	vec3 n_out20p0 = vec3(0.710108, 0.213545, 0.826172);
	float n_out20p1 = 1.000000;

// VectorOp:19
	vec3 n_out19p0 = vec3(n_out18p0) * n_out20p0;

// Output:0
	ALBEDO = n_out14p0;
	ALPHA = n_out8p0;
	EMISSION = n_out19p0;

}

void light() {
// Output:0

}
"
modes/cull = 2
modes/depth_draw = 3
nodes/fragment/0/position = Vector2( 1780, 160 )
nodes/fragment/2/node = SubResource( 7 )
nodes/fragment/2/position = Vector2( 140, 60 )
nodes/fragment/3/node = SubResource( 10 )
nodes/fragment/3/position = Vector2( -60, 280 )
nodes/fragment/4/node = SubResource( 11 )
nodes/fragment/4/position = Vector2( 300, 280 )
nodes/fragment/5/node = SubResource( 12 )
nodes/fragment/5/position = Vector2( 520, 280 )
nodes/fragment/7/node = SubResource( 13 )
nodes/fragment/7/position = Vector2( 520, 20 )
nodes/fragment/8/node = SubResource( 14 )
nodes/fragment/8/position = Vector2( 720, 200 )
nodes/fragment/14/node = SubResource( 1 )
nodes/fragment/14/position = Vector2( 1600, 100 )
nodes/fragment/15/node = SubResource( 2 )
nodes/fragment/15/position = Vector2( 120, 280 )
nodes/fragment/16/node = SubResource( 3 )
nodes/fragment/16/position = Vector2( 920, 300 )
nodes/fragment/17/node = SubResource( 4 )
nodes/fragment/17/position = Vector2( 1100, 300 )
nodes/fragment/18/node = SubResource( 5 )
nodes/fragment/18/position = Vector2( 1300, 300 )
nodes/fragment/19/node = SubResource( 6 )
nodes/fragment/19/position = Vector2( 1520, 380 )
nodes/fragment/20/node = SubResource( 8 )
nodes/fragment/20/position = Vector2( 1300, 480 )
nodes/fragment/21/node = SubResource( 9 )
nodes/fragment/21/position = Vector2( 320, 80 )
nodes/fragment/connections = PackedInt32Array( 4, 0, 5, 0, 7, 0, 8, 0, 3, 0, 15, 0, 15, 0, 4, 0, 14, 0, 0, 0, 8, 0, 0, 1, 5, 0, 8, 1, 8, 0, 16, 0, 16, 0, 17, 1, 17, 0, 18, 0, 18, 0, 19, 0, 20, 0, 19, 1, 19, 0, 0, 5, 2, 0, 21, 0, 21, 0, 7, 0 )

[resource]
shader = SubResource( 15 )
